Decompile 2 functions in Source/Contents/ActorGeometry.cpp

Batch #15672 by Yommy: 0 byte-identical, 2 confirmed by peer review.

- fn_21011 CRenderObject::PrepareSprite: logic confirmed by peer review
- fn_21057 CRenderObject::GetTargetPos: logic confirmed by peer review

Peer-reviewed-by: ragnarok-clanker, eAthena
Accepted without human review: peers confirmed the logic ("same" ahead by at least 3, with 70% of the votes).
This commit is contained in:
ragnarok-clanker 2026-11-10 09:31:43 +00:00
commit 8f1372560a

View file

@ -104,11 +104,11 @@ bool CRenderObject::PrepareSprite(
if ((this->render.flags & 0x80) != 0) {
const short phase = this->render.effectPhase;
float factor = 0.0f;
if (phase < 19) {
if (phase <= 18) {
factor = g_sinTable[phase * 5] * 0.3f;
} else if (phase < 21) {
} else if (phase <= 20) {
factor = 0.3f;
} else if (phase < 24) {
} else if (phase <= 23) {
factor = static_cast<float>(23 - phase) * 0.1f;
}
factor *= bottom - top;
@ -119,9 +119,9 @@ bool CRenderObject::PrepareSprite(
if ((this->render.flags & 0x20) != 0) {
const short phase = this->render.effectPhase;
float factor = 1.0f;
if (phase < 4) {
if (phase <= 3) {
factor = (100.0f - static_cast<float>(phase) * 20.0f) * 0.01f;
} else if (phase < 34) {
} else if (phase <= 33) {
int remainder = std::rand() % 6;
if (remainder < 0) {
remainder = 0;
@ -178,22 +178,18 @@ bool CRenderObject::PrepareSprite(
}
}
const float alpha = static_cast<float>((this->render.color >> 24) & 0xFF);
const float red = static_cast<float>((this->render.color >> 16) & 0xFF) * lightRed;
const float green = static_cast<float>((this->render.color >> 8) & 0xFF) * lightGreen;
const float blue = static_cast<float>(this->render.color & 0xFF) * lightBlue;
if (this->render.isSingleColor && this->render.overrideColor != 0xFFFF0000) {
*color = this->render.overrideColor;
} else {
SpriteColor& channels = *reinterpret_cast<SpriteColor*>(color);
channels.alpha = static_cast<std::uint8_t>(
static_cast<int>((static_cast<float>((cell.color >> 24) & 0xFF) * static_cast<float>((this->render.color >> 24) & 0xFF)) / 255.0f)
);
channels.red = static_cast<std::uint8_t>(
static_cast<int>((static_cast<float>(cell.color & 0xFF) * static_cast<float>((this->render.color >> 16) & 0xFF) * lightRed) / 255.0f)
);
channels.green = static_cast<std::uint8_t>(
static_cast<int>((static_cast<float>((cell.color >> 8) & 0xFF) * static_cast<float>((this->render.color >> 8) & 0xFF) * lightGreen) / 255.0f)
);
channels.blue = static_cast<std::uint8_t>(
static_cast<int>((static_cast<float>((cell.color >> 16) & 0xFF) * static_cast<float>(this->render.color & 0xFF) * lightBlue) / 255.0f)
);
channels.alpha = static_cast<std::uint8_t>(static_cast<int>((static_cast<float>((cell.color >> 24) & 0xFF) * alpha) / 255.0f));
channels.red = static_cast<std::uint8_t>(static_cast<int>((static_cast<float>(cell.color & 0xFF) * red) / 255.0f));
channels.green = static_cast<std::uint8_t>(static_cast<int>((static_cast<float>((cell.color >> 8) & 0xFF) * green) / 255.0f));
channels.blue = static_cast<std::uint8_t>(static_cast<int>((static_cast<float>((cell.color >> 16) & 0xFF) * blue) / 255.0f));
}
quad->color = *color;
@ -217,23 +213,26 @@ bool CRenderObject::PrepareSprite(
// OFFSET: 0x00CAD9E0
// FUNCTION: fn_21057
bool CRenderObject::GetTargetPos(std::uint32_t targetAid, vector3d& targetPos) const {
const CWorld* world = static_cast<CGameMode*>(g_modeMgr.GetGameMode())->scene;
const CRenderObject* player = reinterpret_cast<const CRenderObject*>(world->player);
const CGameMode* mode = static_cast<CGameMode*>(g_modeMgr.GetGameMode());
bool found = true;
if (targetAid == g_session.m_aid) {
targetPos = {player->render.position.x, player->render.position.y, player->render.position.z};
return true;
const vector3d& playerPos = reinterpret_cast<const CRenderObject*>(mode->scene->player)->render.position;
targetPos.x = playerPos.x;
targetPos.y = playerPos.y;
targetPos.z = playerPos.z;
} else if (const CRenderObject* actor = mode->scene->GetGameActorByAID(targetAid)) {
targetPos.x = actor->render.position.x;
targetPos.y = actor->render.position.y;
targetPos.z = actor->render.position.z;
} else {
found = false;
const vector3d& playerPos = reinterpret_cast<const CRenderObject*>(mode->scene->player)->render.position;
const vector3d& position = this->render.position;
targetPos = {
position.x - (playerPos.x - position.x), position.y - (playerPos.y - position.y), position.z - (playerPos.z - position.z)
};
}
if (const CRenderObject* actor = world->GetGameActorByAID(targetAid)) {
targetPos = {actor->render.position.x, actor->render.position.y, actor->render.position.z};
return true;
}
const vector3d& position = this->render.position;
targetPos = {
position.x - (player->render.position.x - position.x), position.y - (player->render.position.y - position.y),
position.z - (player->render.position.z - position.z)
};
return false;
return found;
}